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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
Merge branch '4.0' into 4.1-beta
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commit
cd1a55b0af
@ -26,6 +26,7 @@ spine-ue4 does not support multiply and screen blending. spine-ue4 does not supp
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2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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3. Copy the `Plugins` folder from this directory to your new project's root directory.
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4. Copy the folder `spine-runtimes/spine-cpp/spine-cpp` to your project's `Plugins/SpinePlugin/Source/SpinePlugin/Public/` folder.
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5. Add `SpinePlugin` to `PublicDependencyModuleNames` in your project's `Build.cs` file.
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5. Open the Unreal Project in the Unreal Editor
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See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example.
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@ -49,7 +49,7 @@ TextureImporter:
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 8
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textureType: 0
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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@ -84,7 +84,7 @@ TextureImporter:
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 8
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textureType: 0
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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@ -49,7 +49,7 @@ TextureImporter:
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 8
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textureType: 0
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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@ -76,7 +76,7 @@ TextureImporter:
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 8
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textureType: 0
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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@ -49,7 +49,7 @@ TextureImporter:
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 8
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textureType: 0
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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@ -233,7 +233,7 @@ namespace Spine.Unity {
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buffer = buffer ?? new Vector2[bufferTargetSize];
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if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", va.Name, floatsCount), "buffer");
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if (va.Bones == null && va.TimelineAttachment == null) {
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if (va.Bones == null && slot.Deform.Count == 0) {
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var localVerts = va.Vertices;
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for (int i = 0; i < bufferTargetSize; i++) {
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int j = i * 2;
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@ -299,7 +299,6 @@ namespace Spine.Unity {
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namespace Spine {
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using System;
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using System.Collections.Generic;
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public struct BoneMatrix {
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public float a, b, c, d, x, y;
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